stvp = st_make_passthrough_vertex_shader(ctx->st, GL_TRUE);
}
-#if 0
- psRead = rbRead->surface;
- srcFormat = psRead->format;
-#else
srcFormat = rbRead->texture->format;
-#endif
if (screen->is_format_supported(screen, srcFormat, PIPE_TEXTURE)) {
texFormat = srcFormat;
assert(texFormat != PIPE_FORMAT_NONE); /* XXX no depth texture formats??? */
}
else {
- /* todo */
- assert(0);
+ /* default color format */
+ texFormat = st_choose_format(pipe, GL_RGBA, PIPE_TEXTURE);
+ assert(texFormat != PIPE_FORMAT_NONE);
}
}